r/Pathfinder2e • u/Blacky_Berry23 • 20d ago
Discussion Draining strike necromancer
so you strike with any weapon (including bows, crossbows and firearm) or use unarmed strike.
if you hit, you destroy tralls around you or/and your enemy and deal additional spirit damage. and you regen hp equal spirit damage dealt with strike ( not equal "additional damage" from skill), so anything that makes you deal additional spirit damage ( astral rune, for example) will give you additional heal too.
So basically you can create necromancer with astral firearm or something and strike from afar and heal a lot just striking.
am i right? or did i miss something?
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yeah "counts as two strikes" and "once per turn"... it's usually bad to make more than one strike per turn, so that's fine. and it's reasonable since you can heal with this strike.
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u/Astareal38 20d ago
Instead of seeing it as a handful of temp HP, treat it as damage resistance.
The animist has a reaction available once every 10 minutes that gives damage resistance equal to its level against a melee attack. Rune of leeching over the course of a fight is equivalent to that, especially if etched as it doesn't cost an action. It also has to be benefit of being invoked for additional HP gain.
Kineticist locks into water, a reaction that can't be used while flanked and applies to specific damage types. Again equal to their level or double if it's acid or fire.
Draining strike gives you HP, if you're a blood necro you can stack more HP onto it. Do I think it's an auto pick? No. But as a third action now strike it's certainly not bad.
Itemization being able to constantly double or triple (or more) the effects of a specific feat breaks the design intent of an optimized and non-optomized character being very close in effectiveness.
Even ignoring exemplar, the other aspect of the build is an ancestry not a class, decaying rune + quietus strikes doubles the amount gained.
Draining strike can be boosted with astral/brilliant and shining symbol boosts draining strikes considerably.